using System; using System.Linq; using System.Collections.Generic; using UnityEditor.Graphing; using UnityEditor.ShaderGraph.Serialization; using UnityEngine.Pool; using UnityEngine; namespace UnityEditor.ShaderGraph { static class TargetUtils { public static void ProcessSubTargetList(ref JsonData activeSubTarget, ref List subTargets) { if (subTargets == null || subTargets.Count == 0) return; // assign the initial sub-target, if none is assigned yet if (activeSubTarget.value == null) { // this is a bit of a hack: prefer subtargets named "Lit" if they exist, otherwise default to the first one // in the future, we should make the default sub-target user configurable var litSubTarget = subTargets.FirstOrDefault(x => x.displayName == "Lit"); if (litSubTarget != null) activeSubTarget = litSubTarget; else activeSubTarget = subTargets[0]; return; } // Update SubTarget list with active SubTarget var activeSubTargetType = activeSubTarget.value.GetType(); var activeSubTargetCurrent = subTargets.FirstOrDefault(x => x.GetType() == activeSubTargetType); var index = subTargets.IndexOf(activeSubTargetCurrent); if (index == -1) { ShaderGraphImporter.subtargetNotFoundError = true; index = 0; } else ShaderGraphImporter.subtargetNotFoundError = false; subTargets[index] = activeSubTarget; } public static List GetSubTargets(T target) where T : Target { // Get Variants var subTargets = ListPool.Get(); var typeCollection = TypeCache.GetTypesDerivedFrom(); foreach (var type in typeCollection) { if (type.IsAbstract || !type.IsClass) continue; var subTarget = (SubTarget)Activator.CreateInstance(type); if (!subTarget.isHidden && subTarget.targetType.Equals(typeof(T))) { subTarget.target = target; subTargets.Add(subTarget); } } return subTargets; } } }